#version 450
#extension GL_ARB_separate_shader_objects : enable

layout(location = 0) in vec3 fragColor;
layout(location = 1) in vec2 fragTexCoord;

layout(location = 0) out vec4 outColor;

layout(binding = 1) uniform sampler2D texSampler;

void main()
{
//    outColor = vec4(fragTexCoord, 0.f, 1.f);
    outColor = texture(texSampler, fragTexCoord);
//    outColor = vec4(fragColor * texture(texSampler, fragTexCoord).rgb, 1.f);
}